Post by hawkus1 on Oct 5, 2007 21:41:08 GMT -6
Round 2 of my posts this time I'm going to delve into spells and ability's for the Black belt as suggestions.
1. Suggestions for the Black belt class - A Black belt is melee class character but as the name suggests they are a master of martial arts, thus the kick ability. there are 2 ways to approach this I think , 1 , as a natural ability ,or 2, as a mp ability.
Kick (as an ability or could also be called roundhouse) menu options in battle could have 2 different styles of attacks one is the normal fight command and a new menu option known as kicking in addition to the blitz command . Kicking an opponent would deal twice the normal dmg as fighting but the number of hits would be reduced by 25% - 50% of normal or max hits
Kick (as a mp ability or could also be called Roundhouse) - 1 or 2 mp cost - Attacks 1 target and if it is a successful hit , dmg is increased +50 % in addition to its current dmg rating , if the kick is a critical hit this increases to 75 % of current dmg , and a mortal wound doubles current dmg, in addition to any bonuses a critical or mortal wound inflicts , dmg is limited to 1 hit . Costs no mp if missed.
Blitz tactics would be unaffected by kicking or could be added to the list as an option, another option for a Black belt to use.
2. Since increasing the black belts willpower is considered a gimmick approach and not a viable option for many to use I thought since the Black belt uses a healing and an offensive magic spell, a small increase in mp (15-20 total when leveling so +2 mp or+3 mp) and a Black belt could add a few spells to its list and add a little spice to there abilities, here are a few suggestions ...
Multiplied Aura bolt - area effect spell - 9 mp cost - Deals magic damage equal to Willpower *2 +20 to 40.
Multiplied Mantra - party area spell - (similar to heal storm) 9 mp cost - Whole party regains HP equal to Willpower +20 to 40.
In a worst case scenario this adds a few options to the Black belt , and the argument that a Black belt would be too much like a mage class is dismissed because Black belts can't meditate nor can they continue to blast opponents or heal their allies for very long before running out of mana .
3. Not a spell or an ability but the no weapons policy I would like to see changed . As they are martial arts masters there should be a few weapons a BB could use...
Quarterstaff - is already a weapon in ffthg
Leather Gloves (is this an armor item i forget??)increases accuracy by 10 %
Brass Knuckles - adds +25 % to total dmg, +25 % chance for a critical hit, decreases accuracy by 10 %
Nunchuckus - +2 to 4 hits, adds +10 to 20% to total dmg
Cat Claws - +2 to 4 hits, +25% dmg added to total dmg
Poison Claws - +1 to 2 hits , adds a poison effect like a poison 1 spell
Razor Claws - +2 to 4 hits, +25 % dmg per hit, +5% chance of an instant kill
Anything I'm missing here plz let me know!
1. Suggestions for the Black belt class - A Black belt is melee class character but as the name suggests they are a master of martial arts, thus the kick ability. there are 2 ways to approach this I think , 1 , as a natural ability ,or 2, as a mp ability.
Kick (as an ability or could also be called roundhouse) menu options in battle could have 2 different styles of attacks one is the normal fight command and a new menu option known as kicking in addition to the blitz command . Kicking an opponent would deal twice the normal dmg as fighting but the number of hits would be reduced by 25% - 50% of normal or max hits
Kick (as a mp ability or could also be called Roundhouse) - 1 or 2 mp cost - Attacks 1 target and if it is a successful hit , dmg is increased +50 % in addition to its current dmg rating , if the kick is a critical hit this increases to 75 % of current dmg , and a mortal wound doubles current dmg, in addition to any bonuses a critical or mortal wound inflicts , dmg is limited to 1 hit . Costs no mp if missed.
Blitz tactics would be unaffected by kicking or could be added to the list as an option, another option for a Black belt to use.
2. Since increasing the black belts willpower is considered a gimmick approach and not a viable option for many to use I thought since the Black belt uses a healing and an offensive magic spell, a small increase in mp (15-20 total when leveling so +2 mp or+3 mp) and a Black belt could add a few spells to its list and add a little spice to there abilities, here are a few suggestions ...
Multiplied Aura bolt - area effect spell - 9 mp cost - Deals magic damage equal to Willpower *2 +20 to 40.
Multiplied Mantra - party area spell - (similar to heal storm) 9 mp cost - Whole party regains HP equal to Willpower +20 to 40.
In a worst case scenario this adds a few options to the Black belt , and the argument that a Black belt would be too much like a mage class is dismissed because Black belts can't meditate nor can they continue to blast opponents or heal their allies for very long before running out of mana .
3. Not a spell or an ability but the no weapons policy I would like to see changed . As they are martial arts masters there should be a few weapons a BB could use...
Quarterstaff - is already a weapon in ffthg
Leather Gloves (is this an armor item i forget??)increases accuracy by 10 %
Brass Knuckles - adds +25 % to total dmg, +25 % chance for a critical hit, decreases accuracy by 10 %
Nunchuckus - +2 to 4 hits, adds +10 to 20% to total dmg
Cat Claws - +2 to 4 hits, +25% dmg added to total dmg
Poison Claws - +1 to 2 hits , adds a poison effect like a poison 1 spell
Razor Claws - +2 to 4 hits, +25 % dmg per hit, +5% chance of an instant kill
Anything I'm missing here plz let me know!